Does anybody have a simple real time multiplayer game CAPX.

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Post » Thu May 25, 2017 6:10 pm

I, have been trying to find a 'VERY' simply multiplayer game. I just want each player to control a cube, with the 8-directions behavior, not even really a game. But the simplest multiplayer example, I can find is the chat room. Will someone with some experience with multiplayer please make a simple example like this, and send it to me.
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Post » Thu May 25, 2017 7:18 pm

Hi!

This tutorial is pretty good and teaches you everything about multiplayer

https://www.scirra.com/tutorials/892/mu ... 1-concepts
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Post » Fri May 26, 2017 2:03 pm

Psychokiller1888 wrote:Hi!

This tutorial is pretty good and teaches you everything about multiplayer

https://www.scirra.com/tutorials/892/mu ... 1-concepts



That tutorial is horrible since it only teaches you how to use scirras multiplayer plugin and all it is is a webRtc interface aka Peer to peer only, No client /server architecture that a good portion of todays multiplayer games use because peer to peer is horrible
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Post » Fri May 26, 2017 2:16 pm

Phacanu wrote:
Psychokiller1888 wrote:Hi!

This tutorial is pretty good and teaches you everything about multiplayer

https://www.scirra.com/tutorials/892/mu ... 1-concepts



That tutorial is horrible since it only teaches you how to use scirras multiplayer plugin and all it is is a webRtc interface aka Peer to peer only, No client /server architecture that a good portion of todays multiplayer games use because peer to peer is horrible


Check out the photon server plugin/demo,it's pretty straight forward and uses a client/server architecture
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Post » Fri May 26, 2017 7:15 pm

Phacanu wrote:
Psychokiller1888 wrote:Hi!

This tutorial is pretty good and teaches you everything about multiplayer

https://www.scirra.com/tutorials/892/mu ... 1-concepts



That tutorial is horrible since it only teaches you how to use scirras multiplayer plugin and all it is is a webRtc interface aka Peer to peer only, No client /server architecture that a good portion of todays multiplayer games use because peer to peer is horrible


A server for 2 cubes rolling on a page?
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Post » Fri May 26, 2017 7:16 pm

Psychokiller1888 wrote:
Phacanu wrote:
Psychokiller1888 wrote:Hi!

This tutorial is pretty good and teaches you everything about multiplayer

https://www.scirra.com/tutorials/892/mu ... 1-concepts



That tutorial is horrible since it only teaches you how to use scirras multiplayer plugin and all it is is a webRtc interface aka Peer to peer only, No client /server architecture that a good portion of todays multiplayer games use because peer to peer is horrible


A server for 2 cubes rolling on a page?


Yes,a server for 2 cubes rolling on a page,Agar.io is a bunch of circles moving around a map
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Post » Sat May 27, 2017 6:07 am

Hi, I slapped together a relative simple multiplayer template.

This makes use of a ghost object to circumvent the movement lag between peer/host with synced objects.

Capx
Who dares wins
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Post » Mon Feb 26, 2018 11:49 pm

lennaert wrote:Hi, I slapped together a relative simple multiplayer template.

This makes use of a ghost object to circumvent the movement lag between peer/host with synced objects.

Capx


hey @lennaert thanks for putting this together.. I have a question.

Do you know where I would set the Platform animation triggers? OnMove, OnFall, On Landed etc... this would be common to both the host and the peer. I assume there would have to be a "For Each" peer, but I don't think I can do that. But I need the triggers to fire for each peer and host. Any suggestions?
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Post » Tue Feb 27, 2018 12:10 am

jobel wrote:
lennaert wrote:Hi, I slapped together a relative simple multiplayer template.

This makes use of a ghost object to circumvent the movement lag between peer/host with synced objects.

Capx


hey @lennaert thanks for putting this together.. I have a question.

Do you know where I would set the Platform animation triggers? OnMove, OnFall, On Landed etc... this would be common to both the host and the peer. I assume there would have to be a "For Each" peer, but I don't think I can do that. But I need the triggers to fire for each peer and host. Any suggestions?


nevermind! just figured it out! just needed to add Multiplayer.MyID to each Trigger...

although.. I don't see the other peer's animation on each computer.. so I guess I need to add triggers for each player? in both HOST and PEER groups?
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